System and method for predicting in-game activity at account creation

ABSTRACT

This disclosure relates to a system and methodology for dynamically adjusting a game based on predictions made during game account creation in accordance with one or more implementations. The system may be configured to receive user information included in platform level accounts which were previously created by users on an online platform and assign one or more user types to the user based on that user information. The system may be configured such that game adjustments associated with one or more user types for future play by users associated with that user type may be modified over time based on historical and ongoing game activities undertaken by users associated with one or more user types.

FIELD OF THE DISCLOSURE

This disclosure relates to a system and method for dynamically adjustingan online game based on predictions about a user type for a user madeduring game account creation.

BACKGROUND

Many online games are provided through an online gaming platform likeFacebook.com, Kabam.com, Zynga.com, BigPoint Games, Steam, etc. Theindividual games accessed through an online gaming platformautomatically create user accounts that are “linked” to an over-archingplatform account for the users. For example, a single platform accountmay be linked to a host of individual game-level accounts for the user.This enables users to “log in” through the platform, and then experienceall of their games in an integrated manner.

It is known that within online games, users tend to participate invarious aspects of the game and eschew others. These aspects include,for example, a collection/harvesting mechanic in which resources arecollected, cultivated, manufactured, etc. Another aspect includes Playerversus Player (“PvP”) gameplay in which users seek to engage incompeting directly with (e.g., battling) other players within the game.Yet another aspect includes Player versus Environment (“PvE”) gameplayin which users seek to complete “quests” or other tasks within the gameto gain points, virtual items, and/or other rewards.

Typically, users of an online game are not “classified” (e.g., into aplayer type) until after they have begun playing the game and have alarge enough sample of use for classifications and/or predictions aboutfuture activities to be made. Users sometimes have difficulty “finding”the activities and/or features in an online game that will make themconsistent users.

SUMMARY OF THE DISCLOSURE

One aspect of the disclosure relates to a system for dynamicallyadjusting a game based on predictions about a user type to be assignedto user and which are made during game account creation in accordancewith one or more implementations. In exemplary implementations,dynamically adjusting a game based on predictions may be performed byprocessors executing computer program modules. In some implementations,the system may include one or more servers. The server(s) may beconfigured to communicate with one or more client computing platformsaccording to a client/server architecture. The users may access thesystem via the client computing platforms, for instance, to engage inone or more games.

The server(s) may be configured to execute one or more computer programmodules to provide one or more games to users (or players). The computerprogram modules may include one or more of a game module, a game accountmodule, a user type module, a customization module, a learning moduleand/or other modules. It is noted that the client computing platformsmay include one or more computer program modules that are the same as orsimilar to the computer program modules of the server(s) to facilitateindividualized content made available to the users of online games.

The game module may be configured to execute an instance of the onlinegame to facilitate presentation of the online game to the users. Thegame module may be configured to implement in-game actions in theinstance of the online game in response to action requests for thein-game actions from the users, wherein the users include a first user.

The game account module may be configured to create game level useraccounts for users. The game account module may be configured to receiveuser information included in platform level accounts which werepreviously created by users on an online platform. The game accountmodule may be configured such that creation of a first game levelaccount for a first user of an online game includes receiving userinformation from a first platform level user account which waspreviously created by the first user on an online platform.

The user type module may be configured to determine user types of usersbased on obtained platform level account information associated with auser. The user type module may be configured to determine a first usertype for the first user based on the first platform level account.

The customization module may be configured to determine customizationsof content in the online game made available to the individual usersthrough participation and/or achievement within the online game. Thecustomization module may be configured to determine customization ofcontent and the customizations may be designed to enhance prospectiveusage of the online game by the user. The customization module maydetermine customizations at the time of game level user account creationbased on user information received from a platform level user accountassociated with the user and/or based on a user type assigned to theuser based on the user information.

The customization module may be configured to determine thecustomizations for the users based on the user types assigned to theusers such that the determination of the first customization for thefirst user is determined based on the first user type for the firstuser. The customization may affect various aspects of game play whichare dynamically implemented in-game. These customizations may include atleast one of a user interface, the presence or absence of contentavailable for unlocking, reward and/or discovery, virtual item packagesavailable (and/or given away), pointers to game content as well as otherin-game characteristics.

In certain implementations, user types may include a collection andharvesting type preferring at least one of resource collection, resourcecultivation and resource manufacturing, a player versus player type,preferring competition with other users within the online game (e.g.,battling, first person shooters), and/or a player versus environmenttype preferring completing quests.

The learning module may be configured to modify customizationsassociated with one or more user types to be implemented in online gameswhen played by users associated with those user types. In certainimplementations, historical and ongoing in-game activities as undertakenby users associated with one or more user types are monitored and usedto modify customizations to be associated with these user types for gameplay in the future by users associated with these user types.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural references unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system for dynamically adjusting a game based onpredictions made at the time of game account creation and the assignmentof a user type to a user, in accordance with one or moreimplementations.

FIG. 2 illustrates a method for dynamically adjusting a game based onpredictions made at the time of game account creation and the assignmentof a user type to a user, in accordance with one or moreimplementations.

FIG. 3 illustrates a method for modifying customizations to be appliedto an online game based on historical and ongoing game activities andpreferences of one or more users assigned to a defined user type, inaccordance with one or more implementations.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 100 configured to provide a virtual space.System 100 is only one example of a suitable computing environment andis not intended to suggest any limitation as to the scope of use orfunctionality of the features described herein. Providing the virtualspace may include hosting the virtual space over a network.

In this disclosure, aspects of an online game that a user most enjoysmay be identified, and various game characteristics may be adjustedbased on user information available through a platform level accountassociated with a user. Accordingly, embodiments may be configured foradjustment of one or more user interfaces, adjustment to theavailability of content, adjustment to the availability of virtual itempackages as well as modification of pointers to game content resultingin a virtual game that may provide more engaging and immersive in-gameexperiences.

In some implementations, system 100 may include one or more servers 102.The server 102 may be configured to communicate with one or more clientcomputing platforms 104 according to a client/server architecture. Theusers may access system 100 and/or the virtual space via clientcomputing platforms 104, for instance, to engage in one or more games.

The server(s) 102 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa game module 106, a game account module 108, a customization module110, a user type module 112, a learning module 114 and/or other modules.As noted, the client computing platform(s) 104 may include one or morecomputer program modules that are the same as or similar to the computerprogram modules of the server(s) 102 to facilitate in-game actions.

The game module 106 may be configured to execute an instance of a gameto facilitate presentation of the game to users. The game module 106 maybe configured to implement in-game actions in the instance of the game,in response to action requests for the in-game actions by the users.

The game may be provided via a virtual space, and may include aplurality of resource types and/or maps. An instance of the virtualspace may be executed by computer modules to determine views of thevirtual space. The views may then be communicated (e.g., via streaming,via object/position data, and/or other information) from server(s) 102and/or sources to client computing platforms 104 for presentation tousers. The view determined and transmitted to a given client computingplatform 104 may correspond to a location in the virtual space (e.g.,the location from which the view is taken, the location the viewdepicts, and/or other locations), a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters. One or more of theview parameters may be selectable by the user.

The instance of the virtual space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platform(s) 104)that present the views of the virtual space to a user. The simulatedspace may have a topography, express ongoing real-time interaction byone or more users, and/or include one or more objects positioned withinthe topography that are capable of locomotion within the topography. Insome instances, the topography may be a 2-dimensional topography. Inother instances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial section of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which views of the virtual spaceare provided is not intended to be limiting. The virtual space may beexpressed in a more limited, or more rich, manner. For example, viewsdetermined for the virtual space may be selected from a limited set ofgraphics depicting an event in a given place within the virtual space.The views may include additional content (e.g., text, audio, pre-storedvideo content, and/or other content) that describes particulars of thecurrent state of the place, beyond the relatively generic graphics. Forexample, a view may include a generic battle graphic with a textualdescription of the opponents to be confronted. Other expressions ofindividual places within the virtual space are contemplated.

Within the instance(s) of the virtual space, users may controlcharacters, objects, simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other elements within thevirtual space to interact with the virtual space and/or each other. Theuser characters may include avatars. As used herein, the term “usercharacter” may refer to an object (or group of objects) present in thevirtual space that corresponds to an individual user. The user charactermay be controlled by the user with which it is associated.

User-controlled element(s) may move through and interact with thevirtual space (e.g., non-user characters in the virtual space, otherobjects in the virtual space). The user-controlled elements controlledby and/or associated with a given user may be created and/or customizedby the given user. The user may have an “inventory” of virtual goodsand/or currency (e.g., resources of the plurality of resource types)that the user can use (e.g., by manipulation of a user character orother user-controlled element, and/or other items) to perform in-gameactions within the virtual space.

The users may participate in the instance of the virtual space bycontrolling one or more of the available user-controlled elements in thevirtual space. Control may be exercised through control inputs and/orcommands input by the users through client computing platforms 104. Theusers may interact with each other through communications exchangedwithin the virtual space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platforms 104.

Communications may be routed to and from the appropriate users throughserver(s) 102. In implementations, the game module 106 may also beconfigured to implement the customizations determined for the individualusers.

The game account module 108 may be configured to obtain user informationassociated with platform level user accounts which are used to predictdesirable game characteristics to be dynamically implemented in anonline game for the user. In implementations, game account module 108 isalso configured to create a game level account to be associated with auser with respect to a specific online game. User information which isobtained from a platform level account and which is used to predictdesirable customizations for a user or group of users may includeinformation about the users that has some value in predicting theirpreferred styles of gameplay. Examples include demographic andgeographic information, device type, interests, activity in other onlinegames, and information about associated users and relationshipstherewith, in addition to subjective ratings and affinities (e.g. likesand dislikes), membership in social groups, education level, gender, ageand other parameters with respect to users.

The customization module 110 may be configured to determinecustomizations of characteristics in the online game made available tothe individual users through participation and/or achievement within theonline game. The customizations may derive from user informationavailable in a platform level account as well as assigned user types andare designed to enhance prospective usage of the online game by theusers.

Customized content may include content that is provided to a user whenperforming in-game actions such as exploring a map, researching atechnology or skill, purchasing an in-game item, and/or completing anin-game achievement. Such content may include at least one of in-gameitems, in-game powers, in-game skills, in-game technologies, in-gamepets, in-game transportation units, in-game units, and in-gamebuildings. Thus, for example, in implementations a user identified aspreferring resource collection may be able to select resource-collectingpowers and skills when leveling up or otherwise advance in the onlinegame, to receive resource collection-related items when defeatingenemies or completing quests, to be able to purchase resourcecollection-related items, pets, units and/or buildings, and/or toresearch better resource collection technologies, which are notavailable or are less available to other types of users, For example,such a user might be able to purchase such items at reduced cost,develop such skills/abilities at a faster rate, etc., than for usersidentified as preferring player versus player or player versusenvironment activity. Such customizations may improve gameplay for theuser, and may actually encourage the user to try other areas of gameplayin order to obtain helpful items, etc. for improved resource collection(e.g. by completing a quest).

In some implementations, items, etc. useful for other aspects ofgameplay the user is identified as being less interested in may beprovided to the user preferentially. For example, powerful player versusplayer items might drop when the user that prefers resource collectiondefeats enemies, enabling the user to compete in and perhaps enjoyplayer versus player competitions without investing more time thandesired.

In some implementations, other aspects of game interaction may becustomized based on predictions generated from platform level accountdata. These include, in one implementation, modifications of a userinterface. In this case, the user interface is modified to enhancediscovery of opportunities for the kind of gameplay it is predicted thatthe user will enjoy and/or so that the user can be more efficient forthe associated type of gameplay. The types of modifications that may beimplemented include changing selectable fields (e.g. button) parameterssuch as size, color, position and others. The changes can be made tomake the user interface more efficient for the type of gameplay that theuser is predicted to enjoy.

In some implementations, customizations may involve the availability (orlack thereof) of content available for unlocking, reward and/ordiscovery. The content available for unlocking, discovery or winningwithin the game may be adjusted by the system of the present invention.This content may be obtained by the user through discovery (e.g.,exploring a map, in-game research of techs or skills only available tocertain users, and/or other discovery), unlocking (e.g., throughpurchase), or achievement (e.g., reward for a quest, an item drop for aboss kill, other PvE activities). The content may include virtual items,powers, skills, technologies, virtual pets, mounts (e.g., animals,vehicles, vessels, etc.), buildings, and/or other content. The contentmay enhance performance and/or enjoyment of the types of gameplay it ispredicted the user will enjoy.

In some implementations, customizations may involve the availability (orlack thereof) of virtual items packages for use or to be given away. Thebundles or packages of virtual items available to the user may beadjusted based on predicted gameplay. These may include adjusting thebundles available for purchase in the store for the game, and/or abundle being provided to the user at the beginning of gameplay. Theseadjustments may also include the items included together, the prices ofitems and other related characteristics. These characteristics can betuned to take advantage of less cost sensitivity for an activity theuser really enjoys and/or to coax the user to attempt other types ofactivities in the game. The system may re-order pre-existing bundles inthe display of the store, have pre-formed bundles with one or two slotsthat are left open to be filled based on this determination, or selectitems for the bundle entirely based on the type of gameplay preferred.

In some implementations, customizations may involve modifying pointersto game content based on predicted user preferences. The pointers may bemodified to direct the user to gameplay it is predicted he will enjoy.Modification of the pointers may include, for example, changing elementson a map to provide guidance to specific opportunities such asopportunities not available to users that enjoy other activity typesand/or highlighting activities that are available to all. Pointers mayalso be modified such that non-player characters can provide differentguidance based on predicted user preferences and/or Pop-ups directingthe user to content can be adjusted based on predicted user preferences.

In some implementations, customizations may be assigned specificallybased upon one or more user types to which the user is assigned as suchassignment is made by user type module 112. Each user type may beassociated with one or more customizations to be made during gameplay.For example, if a user is assigned to a player versus player preferenceuser type, customizations and content may be specifically tailored forthose preferences for all users which are assigned to that user type. Insome implementations, users may be re-assigned to different user typesbased on user activities occurring after initial assignment to one ormore user types. Further, as discussed herein, customizations andcontent associated with each user type may be modified over time asindividual and group preferences for each user type are betterdetermined over time based on individual and aggregate user activitiesoccurring after customizations and content for each user type areoriginally determined.

The user type module 112 is configured to determine user types of usersbased on information obtained from platform account information. Thecustomization for the users may be based on the determined user types.The user type may be further comprised of at least one of thefollowing: 1) a collection or harvesting type preferring at least one ofresource collection, resource cultivation and resource manufacturing; 2)a player versus player type, preferring competing with other userswithin the online game; and 3) a player versus environment typepreferring completing quests.

In some implementations, various parameters associated with a user thatare obtained from the platform at account creation are used to assignone or more user types to a user. These parameters may include, forexample, one or more geographic locations (e.g., region, location, etc.)associated with the user, the user's relationships with other users onthe platform (e.g., social graph), other games played by the userthrough the platform, education, gender, age, subjective ratings oraffinities (e.g., “likes”), social groups on the platform, and/or otherinformation. The foregoing information, either individually, throughcombinations of parameters and/or using an aggregate mix of allparameters, is processed to determine one or more user types to whichthe applicable user may be assigned. User type affiliations may beassigned by priority, such that users may have a primary typeaffiliation as well as one or more secondary, tertiary, etc.affiliations. In this way, customizations for game play can beprioritized based on the “weight” of the assigned user type. Further,the system of the invention may use one or more groupings of parameters,possibly assigning weights to each of those parameters to determine themost applicable user type(s) to which the user should be assigned.

Learning module 114 is included in some implementations and isconfigured to periodically update customizations and content which areassociated with defined user types. In some implementations, learningmodule 114 monitors game play and other user activities of usersassigned to one or more user types and adjusts customizations and/orcontent which are associated with each user type over time based onlearned preferences for users associated with the applicable usertype(s). For example, if users assigned to a “likes quests” user typebegin to demonstrate an affinity for specific virtual items as opposedto being less enthused about other virtual items, then learning module114 may direct customization module 110 to more prominently displaythose desirable virtual items whenever a user assigned to the “likesquests” user type is interacting with a game.

In some implementations, learning module 114 may employ historical datafor users already in a game as well as overall game preferences of usersassociated with a specific user type to adjust desirable customizationsfor all users assigned to that user type when such a user engages infuture gaming activity. Processing by learning module 114 and “tuning”of customizations may occur with respect to individual games, groups ofgames or for all games.

In some implementations, server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a networksuch as the Internet and/or other networks. The network may be a wiredor wireless network such as the Internet, an intranet, a LAN, a WAN, acellular network or another type of network. It will be understood thatthe network may be a combination of multiple different kinds of wired orwireless networks. It will be appreciated that this is not intended tobe limiting, and that the scope of this disclosure includesimplementations in which server(s) 102, client computing platforms 104,and/or external resources 116 may be operatively linked via some othercommunication media.

A given client computing platform 104 may include one or more processorsconfigured to execute computer program modules. The computer programmodules may be configured to enable an expert or user associated withthe given client computing platform 104 to interface with system 100and/or external resources 116, and/or provide other functionalityattributed herein to client computing platforms 104. By way ofnon-limiting example, the given client computing platform 104 mayinclude one or more of a desktop computer, a laptop computer, a handheldcomputer, a tablet computing platform, a NetBook, a smartphone, a gamingconsole, and/or other computing platforms.

External resources 116 may include sources of information, hosts and/orproviders of virtual environments outside of system 100, externalentities participating with system 100, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 116 may be provided by resources included in system100.

Server 102 may include electronic storage 118, one or more processors120, and/or other components. Server 102 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 102 in FIG. 1is not intended to be limiting. Server 102 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 102. For example,server 102 may be implemented by a cloud of computing platformsoperating together as server 102.

Electronic storage 118 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 118 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 102and/or removable storage that is removably connectable to server 102via, for example, a port (e.g., a USB port, a firewire port, etc.) or adrive (e.g., a disk drive, etc.). Electronic storage 118 may include oneor more of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. Electronic storage118 may include one or more virtual storage resources (e.g., cloudstorage, a virtual private network, and/or other virtual storageresources). Electronic storage 118 may store software algorithms,information determined by processor 120, information received fromserver 102, information received from client computing platforms 104,and/or other information that enables server xx to function as describedherein.

Processor(s) 120 is configured to provide information processingcapabilities in server 102. As such, processor 120 may include one ormore of a digital processor, an analog processor, a digital circuitdesigned to process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 120 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 120 may include a plurality of processingunits. These processing units may be physically located within the samedevice, or processor 120 may represent processing functionality of aplurality of devices operating in coordination. The processor 120 may beconfigured to execute modules 106, 108, 110, 112 and 114. Processor 120may be configured to execute modules 106, 108, 110, 112 and 114 bysoftware; hardware; firmware; some combination of software, hardware,and/or firmware; and/or other mechanisms for configuring processingcapabilities on processor 120. As used herein, the term “module” mayrefer to any component or set of components that perform thefunctionality attributed to the module. This may include one or morephysical processors during execution of processor readable instructions,the processor readable instructions, circuitry, hardware, storage media,or any other components.

It should be appreciated that although modules 106, 108, 110, 112 and114 are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor 120 includesmultiple processing units, one or more of modules 106, 108, 110, 112 and114 may be implemented remotely from the other modules. The descriptionof the functionality provided by the different modules 106, 108, 110,112 and 114 described below is for illustrative purposes, and is notintended to be limiting, as any of modules 106, 108, 110, 112 and 114may provide more or less functionality than is described. For example,one or more of modules 106, 108, 110, 112 and 114 may be eliminated, andsome or all of its functionality may be provided by other ones ofmodules 106, 108, 110, 112 and 114. As another example, processor 120may be configured to execute one or more additional modules that mayperform some or all of the functionality attributed below to one ofmodules 106, 108, 110, 112 and 114.

FIG. 2 illustrates a method for dynamically adjusting a game based onpredictions made at the time of game account creation and the assignmentof a user type to a user, in accordance with one or moreimplementations. The operations of method 200 presented below areintended to be illustrative. In some embodiments, method 200 may beaccomplished with one or more additional operations not described,and/or without one or more of the operations discussed. Additionally,the order in which the operations of method 200 are illustrated in FIG.2 and described below is not intended to be limiting.

In some embodiments, method 200 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 200 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 200.

At an operation 202, information associated with a user including atleast one user characteristic is obtained from a platform level accountassociated with the user. This information may include, for example, oneor more geographic locations associated with the user, informationrelative to the user's relationships with other users on the platform(e.g., social graph), other games played by the user through theplatform, the user's education/gender/age, subjective ratings oraffinities (e.g., “likes”) associated with the user, social groups onthe platform to which the user belongs, and/or other informationassociated with the user.

At an operation 204, based on the information received as a result ofoperation 202, the user is assigned to one or more user types. Asdiscussed above, in some implementations, a user may be assigned tomultiple user types which collectively dictate the customizations madeavailable to the user during gameplay. Further, in some implementations,user types may be assigned priorities so that higher priority user typestake precedence when it comes to conflicting customizations or contentexpected to be desirable for a user. Operation 204 may be performed by auser type module that is the same or similar to user type module 112, inaccordance with one or more implementations.

At an operation 206, the information associated with the user isprocessed to predict at least one desirable online game customizationpredicted to be desirable to the user based on one or more user types towhich the user is assigned. Operation 206 may be performed by acustomization module that is the same or similar to customization module110, in accordance with one or more implementations.

At an operation 208, an instance of an online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.In implementations, other customizations are also possible. For example,one or more user interfaces may be adjusted based on predicted userpreferences. As another example, content available for unlocking, rewardand/or discovery may be modified based on predicted user preferences. Asyet another example, virtual item packages available and/or given awaymay be adjusted based on predicted user preferences. Othercustomizations are also possible based on predictions made which are inturn based on user characteristics determined from platform levelaccount information. Operation 208 may be performed by a game modulethat is the same as or similar to game module 106, in accordance withone or more implementations.

Modifications to one or more user interfaces may be made to (1) enhancediscovery of opportunities for kind of gameplay it is predicted that auser will enjoy, and/or (2) make the user more efficient for theapplicable type of gameplay. The types of modifications that may be madeinclude, for example, changing selectable field (e.g., “button”)parameters such as size, color, position, etc.

Modifications to content available for unlocking, reward and/ordiscovery may also be made. This content may be obtained by the userthrough discovery (e.g., exploring a map, in-game research of techs orskills only available to certain users, and/or other discovery),unlocking (e.g., through purchase), or achievement (e.g., reward for aquest, an item drop for a boss kill, other PvE activities). The contentmay include virtual items, powers, skills, technologies, virtual pets,mounts (e.g., animals, vehicles, vessels, etc.), buildings, and/or othercontent. The content may enhance performance and/or enjoyment of thetypes of gameplay it is predicted the user will enjoy.

In implementations, the bundles or packages of virtual items availableto the user may be adjusted based on predicted gameplay. These mayinclude adjusting bundles available for purchase in the store for thegame, and/or one or more bundles being provided to the user at thebeginning of gameplay.

Pointers to game content may also be modified to direct the user togameplay for which it is predicted that the user will enjoy.Modification of the pointers may include: changing elements on a map toprovide guidance to specific opportunities which may includeopportunities not available to users that enjoy other activity typesand/or highlighting activities that are available to all. Other examplesinclude non-player characters providing different guidance based onpredicted user preferences and pop-ups directing the user to differingcontent based on predicted user preferences.

FIG. 3 illustrates a method for modifying customizations to be appliedto an online game based on historical and ongoing game activities andpreferences of one or more users assigned to a defined user type, inaccordance with one or more implementations. The operations of method300 presented below are intended to be illustrative. In someembodiments, method 300 may be accomplished with one or more additionaloperations not described, and/or without one or more of the operationsdiscussed. Additionally, the order in which the operations of method 300are illustrated in FIG. 3 and described below is not intended to belimiting.

In some embodiments, method 300 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 300 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 300.

At operation 302, information associated with a user including at leastone user characteristic is obtained from a platform level accountassociated with the user. This information may include, for example, oneor more geographic locations associated with the user, informationrelative to the user's relationships with other users on the platform(e.g., social graph), other games played by the user through theplatform, the user's education/gender/age, subjective ratings oraffinities (e.g., “likes”) associated with the user, social groups onthe platform to which the user belongs, and/or other informationassociated with the user.

At operation 304, based on the information received as a result ofoperation 302, the user is assigned to one or more user types. Asdiscussed above, in some implementations, a user may be assigned tomultiple user types which collectively dictate the customizations madeavailable to the user during gameplay. Further, in some implementations,user types may be assigned priorities so that higher priority user typestake precedence when it comes to conflicting customizations or contentexpected to be desirable for a user. Operation 304 may be performed by auser type module that is the same or similar to user type module 112, inaccordance with one or more implementations.

At operation 306, the information associated with the user is processedto predict at least one desirable online game customization predicted tobe desirable to the user based on one or more user types to which theuser is assigned. Operation 306 may be performed by a customizationmodule that is the same or similar to customization module 110, inaccordance with one or more implementations.

At operation 308, an instance of an online game may be executed tofacilitate presentation of the game to users. The game, for instance,may include parameters including a size and/or type of virtual space thegame will be played on, the number of players, resource types,user-controlled elements, and/or buildings initially allocated to users.In implementations, other customizations are also possible. For example,one or more user interfaces may be adjusted based on predicted userpreferences. As another example, content available for unlocking, rewardand/or discovery may be modified based on predicted user preferences. Asyet another example, virtual item packages available and/or given awaymay be adjusted based on predicted user preferences. Othercustomizations are also possible based on predictions made which are inturn based on user characteristics determined from platform levelaccount information. Operation 308 may be performed by a game modulethat is the same as or similar to game module 106, in accordance withone or more implementations.

At operation 310, game activities of users are monitored on an ongoingbasis. For all or some of users assigned to a defined user type,activities such as game preferences, desirable content (e.g. contentwhich has been “clicked on” by users), which games are played, ratings,affiliations and other characteristics associated with these users overtime, are monitored and tracked.

At operation 312, the results from operation 310 are used to modify thecustomizations associate with relevant user types based on ongoingmonitoring of activities conducted by users assigned to those usertypes. Various implementations for this feature are possible. Forexample, a base level trigger (i.e. minimum level of changes to expectedactivities) could be implemented so that customizations associated withuser types are only made after a substantial deviation from expectedbehavior occurs. In some implementations, activities conducted bycertain users (e.g. more active users, less active users, users thatplay only specific games, etc.) could be given more weight indetermining modifications to customizations associated with user types.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. An online gaming system for customizableinteraction, the system comprising: one or more processors configured bymachine-readable instructions to: execute an instance of an online game,and use the instance of the online game to effectuate transmission overa network of game state information derived from the instance of theonline game to facilitate presentation of views of the online game tousers on client computing platforms associated with the users, such thatthe users participate in user-selected ones of multiple differentactivities available within the online game through the views presentedon the client computing platforms; create game level user accounts forthe users of the online game, wherein the creation of the game leveluser accounts includes receiving user information for the users, suchthat creation of a first game level account for a first user of theonline game includes receiving user information for the first user;predict user types for the users at the time the game level useraccounts are created, wherein prediction is based on the received userinformation, such that a first user type is predicted for the first userat the time the first game level account is created, wherein predictionof the first user type is based on the received user information for thefirst user, wherein the user types classify the users on a basis ofpreferred activities within the online game such that the users areclassified as being of the first user type on the basis of preferring afirst set of activities within the online game, the first set ofactivities within the game being different than a second set ofactivities within the game preferred by the users classified as being ofa second user type; determine customizations of the online game forindividual ones of the users based on the user types predicted for theindividual ones of the users such that a first customization of theonline game is determined for the first user based on the prediction ofthe first user type for the first user; and adjust the instance of theonline game to reflect the customizations of the online game determinedfor the individual ones of the users such that game state informationderived from the instance of the online game reflects thecustomizations.
 2. The system of claim 1, wherein the one or moreprocessors are configured by machine-readable instructions to assesshistorical game activities associated with at least one user type andfurther configured to predict game activity preferences of the usersclassified as being of said at least one user type.
 3. The system ofclaim 2, wherein the one or more processors are configured bymachine-readable instructions to modify the customizations of the onlinegame which are desirable to the users classified as being of said atleast one user type.
 4. The system of claim 1, wherein the user types ofthe users are predicted based on user information comprising one or moreof geographic location of the user, social graph information, usereducation level, and/or user gender.
 5. The system of claim 1, whereinthe user types of the users are predicted based on user informationcomprising the type of device employed by the user for interaction withsaid online gaming system.
 6. The system of claim 1, wherein the usertypes of the users are predicted based on user information comprisingone or more of user likes, user age, and/or user participation in one ormore online groups.
 7. The system of claim 1, wherein the user types ofthe users are predicted based on user information comprising informationreflecting the user's relationship with at least one other user of theonline game.
 8. The system of claim 1, wherein the one or moreprocessors are configured by machine-readable instructions to modify thefirst user type predicted for the first user after creation of the firstgame level account in response to game activities engaged in by thefirst user after creation of the first game level account.
 9. Acomputer-implemented method for customizable interaction in gaming, themethod being implemented in a computer system that includes one or morephysical processors and storage media storing machine-readableinstructions, the method comprising: executing an instance of an onlinegame, and using the instance of the online game to effectuatetransmission over a network of game state information derived from theinstance of the online game to facilitate presentation of views of theonline game to users on client computing platforms associated with theusers, such that the users participate in user-selected ones of multipledifferent activities available within the online game through the viewspresented on the client computing platforms; creating game level useraccounts for the users of the online game, wherein the creation of thegame level user accounts includes receiving user information for theusers, such that creation of a first game level account for a first userof the online game includes receiving user information for the firstuser; predicting user types for the users at the time the game levelaccount are created, wherein prediction is based on the received userinformation, such that a first user type is predicted for the first userat the time the first game level account is created, wherein predictionof the first user type is based on the received user information for thefirst user, wherein the user types classify the users on a basis ofpreferred activities within the online game such that the users areclassified as being of the first user type on the basis of preferring afirst set of activities within the online game, the first set ofactivities within the game being different than a second set ofactivities within the game preferred by the users classified as being ofa second user type; determining customizations of the online game forindividual ones of the users based on the user types predicted for theindividual ones of the users such that a first customization of theonline game is determined for the first user based on the prediction ofthe first user type for the first user; and adjusting the instance ofthe online game to reflect the customizations of the online gamedetermined for the individual ones of the users such that game stateinformation derived from the instance of the online game reflects thecustomizations.
 10. The method of claim 9, further comprising modifyingat least one online game customization desirable to the first user basedon activities historically participated in within the game by the usersof the first user type.
 11. The method of claim 9, wherein the userinformation for the first user is received at the time the first usercreates the first game level account.
 12. The method of claim 9, whereinthe user information for the first user is received, at least in part,after the first user creates the first game level account.
 13. Themethod of claim 9, wherein the user information used to predict the usertypes of the users includes one or more of geographic location, usergender, user likes, user age, and/or user education level.
 14. Themethod of claim 9, wherein the user information used to predict the usertypes of the users includes the type of device employed by said user forinteraction with said online game.
 15. The method of claim 9, whereinthe user information used to predict the user types of the usersincludes information reflecting the user's relationship with at leastone other user of said online game.
 16. The method of claim 9, furthercomprising monitoring the preferred activities within the online gamefor other users assigned to the first user type, and, in responsethereto, modifying game activity preferences associated with the firstuser type.
 17. The method of claim 16, wherein said modified gameactivity preferences are implemented as at least one associatedcustomization of said online game for all users assigned to the firstuser type.
 18. The method of claim 9, wherein the user type predictedfor the first user is selectively changeable after creation of the firstgame in response to game activities engaged in by the first user aftercreation of the first game level account.
 19. The method of claim 18,wherein a change in user type associated with the first user results inone or more modified in-game customizations for the first user when thefirst user interacts with the online game.